1. Setting

    Horizon City

     

    Before the Nexus Event, Horizon City was your average town tucked away deep within a mountain range full of rich, natural resources. Its population consists of those from all different walks of life and it was a generally peaceful and thriving establishment, up until that one fateful day.

    No one knows how or why the rift appeared in the city's center. For the first couple of weeks there was no activity from it and not even the most established scholars were able to learn much about it or its origins. Once they reached the end of their capabilities they sent out requests for help, though none would reach them before the first wave of beasts emerged from the rift.

    The beasts from beyond wreaked havoc among the villagers, forcing most to evacuate while a brave few stayed behind to defend their home. Eventually help from nearby institutions arrived — The Mage's Council and the Church of Fluoros — and they were able to extinguish the beasts. The two councils set up bases on either side of the City Square rift where the most activity was detected.

     

    After the Nexus Event, three more rifts appeared. One in the village's grand library, another in the basement of the local tavern, and the last in the nearby ruins.


    The Rifts

     

    The rifts appear in three major locations within the city itself and outside the city in the nearby ruins. They are guarded by members of the City's Guard at all times and have strict directives to not allow anyone outside the core members of each faction to get close to them.

     

    Citizens and outsiders alike who try to approach or interact with the rifts without one of these members present will be asked to leave or dealt with accordingly should they persist. Manipulation or interactions with these rifts will result in great injury as it is not known how to interact with them safely at this time.

     

    Outsiders who are brought to the city by one of these rifts are taken to The General for immediate questioning before they are allowed to enter the city. If they are found with weaponry or technology that is very clearly not of this realm they will be confiscated and kept locked up.

  2. Points of Interest

    City Center

     

    Low Risk

    Where the first rift appeared and also the most protected the portals. Between the presence of the Mage's Guild, the Church and the city's enforcers, outbreaks of the beasts from beyond are usually swiftly dealt with.

     

    Some locals who fled once the Nexus Event took place have returned and adapted to a new way of life. Street shops have began to once again flourish and trading routes have been re-established.



     

    Library

    Some Risk

    The library is Horizon City's most impressive landmark. Many travel to the city just to get a look at the impressive architecture or to indulge in the vast collection of knowledge that's housed within. It consists of two floors, both of which are lavishly decorated and house rows upon rows of books on any subject one could possibly want to find.

    The rift in the library is found on the far left corner of the second floor. People are allowed to access the vast majority of books on the second floor but will receive stern warnings from the guards if they tread too close to the rift. Occasionally the second floor will be completely inaccessible, especially if there's any property damage that needs to be tended to after a beast invasion.



     

    The Drunk Whale

     

    Moderate Risk

    Apart from the library, the Drunken Whale is Horizon City's second most notable establishment. The tavern has belonged to a family of rowdy dwarves for generations and is currently ran by Rory, a stubborn old man who refused to flee the city or close down his establishment after the first attack. It's a little run down on the inside but it gives it a certain type of charm.

    The food and drinks area always flowing and patrons have the option of renting a room upstairs. The rift is located in the basement of the tavern, where only guards, Rory and faction officials are able to move in and out freely.


     

    Ruins

    High Risk

    The ruins are the most dangerous location out of all. Not only does it house monsters and creatures that are native to the land but it is also now home to specimens that have come out of the portals and escaped being dealt with. Nox is in charge of dealing with the containment of the vast majority of the creatures here so that the City Guard is able to put all their focus on keeping peace and safety within the city. 




     

    The Tilted Tavern

    Low Risk

    This city, she quivers with fear and concern. The people are on edge and in much need of salvation from their worries. An escape, one might say. So please, the doors to "The Tilted Tart" is always open." Louis, the Marquis De Chevri

    The two-story building is tall and constructed on a hillside so that the entire dwelling looks to be slanted and on the verge of falling over. Inside however it appears perfectly stable and safe.

    The interior is decorated in dramatic boudoir style, dark reds and blacks on crushed velvet curtains and over stuffed high back chairs. The bottom floor is built around the low stage in the northwestern corner and allows patrons to view the various performers from almost any angle. Lit by colored glass lanterns and tinged with sweet smoke, the hazy room is filled most often with music and a familiar scent of liquor.

    A fireplace is kept lit and burning low in the southwestern corner, hemmed in by chairs and tables it offers a respite from any chill one might bring in with them from the world outside.

    The second floor, reached by a twisting spiral staircase opposite the main stage, is a long hall lined with rooms. For rent, by the night, the week.. Or the hour. Each furnished with a bed, a dresser a single chair and a cast iron tub; to be filled on request.

    Nobody would ever call it a whore house, burlesque is such a more enticing word. The drinks are cheap, the dancers less so, but the confidentiality is always complimentary

  3. Factions

    Mage's Council


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    Church of Saint Flauros

    The History of the Church of Flauros is a complicated mystery. It's clergy and council are made up of legacy members that have been dedicated to the church itself for centuries. Their Saint is not a widely known entity and the origins of said Saint are guarded fiercely by those who make up the church head.

     

    The church is an entity dedicated to the service of their people and the town they inhabit. They teach of progress, embracing science and alchemy over spirituality and encouraging knowledge of the fundamentals in life itself.

     

    Their recent connection to Horizon City stems from the current crisis as no one is aware of where the Church's main branch is located and none of the members are willing to give that information. Bishop Hemlocke is the liason between Horizon City and the Church of Saint Flauros, and he is also head of the Science and Alchemy division in the church's institution.

     

    This Church is not the main church in Horizon City. The institution within the city is more franchised.

    Nox

    Xaphan is an enigmatic empire with an ominous reputation. To those above its borders Xaphan is brutal, sadistic and threatening, yet those who look beyond its earned exterior see an unusually inclusive society where the strengths and talents of its people are respected and cultivated. So too does this phenomenon manifest itself in the anomaly that is Horizon City.

     

    To cultivate positive relations and a reliable source of friendship, trade and curiosity upon the surface, the rulers of the Midnight Realm decided to throw in their ante within the developments happening in that quaint region.

     

    Men, women, outlaws and undesired, all get a chance to redeem or otherwise prove themselves within Nox. The Nox, like their patron realm, respect might above all. Might of the mind, the pen, the arm, all are welcomed within the ranks but none are given any privilege.

     

    With the cultural familiarity or urban and subterranean work, the Nox and their dark elven origins offered to safeguard, contain, study and reveal the secrets hidden deep within and around the ruins. Working in tight relation with the Mage's Council and the Church of Fluoros, the faction proves to be drawing in the recusants like moths to a flame.

  4. Rules

    Characters Rules

    All characters need to be at least eighteen years of age or older. If you character looks under eighteen, the council will decide on whether your faceclaim is appropriate.

    Smut-centered profiles are not allowed.

     

    No real-life face claims.

     

    Overpowered characters are not allowed. If you are using a character that was created outside of this setting and they are deemed to be too powerful, you may still use them so long as they are handicapped appropriately.

     

    Characters can come to Horizon City by one of two ways, either on foot / carriage from neighboring lands or through one of the rifts that appear in the main four locations.

     

     

     

    Rift Interactions

    Rift interactions without a key member from any of the factions is strictly prohibited. Should story lead your character to one of these rifts and you interact with them in any way that wasn't approved by one of the members your character will suffer a great injury.

     

    Should this occur, the character must then beat a roll of 14. If they don't beat the roll they will suffer some sort of catastrophic injury, such as the loss of a limb.

    All knowledge on how the rifts work and operate are unknown at this time.

     

    Common Laws

    - Approaching the rifts without legal permission or guidance is prohibited.

    - Theft and murder are grounds for having your character arrested.


     

    RP Scenes

    Any public scenes are allowed to be joined in by anyone at any time. Should the scene grow to more than two people then a post order will be decided.

    Smut scenes should be done in private.

     

     

    Fantasy Setting

    Characters must be suited to play in a fantasy setting. The portals that appeared allow for fantasy characters from any era to end up in Horizon City. The city itself is set before the industrial age.

     

    Your character is allowed to have guns / modern technology, just keep in mind that they will be confiscated by the City's Guard upon emerging from the portal.

     

     

    No God-Modding

    Fights are encouraged to be handled in a way that prioritizes story. However, if you'd rather leave the results of the fight up to chance, then you may roll contested d20s, the winner of the roll-off succeeding or having a favorable outcome.

     

     

    No White-Knighting

    Don't interfere in a conflict unless all parties agree.

     

     

    Classism

    Classism is allowed ICLy only. Racism/sexism/transphobia/homophobia are absolutely not allowed, IC or otherwise.

    If any of those are seen in the room you will be kicked immediately. 

     

     

    No OOC Drama

    Leave it out of the room. You'll get one warning before getting kicked.

     

     

    Respect

    Respect each other and respect the staff.

     

     

Nexus event